25 Energy gets you a single Infested Terran. They have 50 hitpoints, have only 5 range, do 5 damage (unupgraded), and die after 20 seconds (on Normal speed, I think). This means that they last for only a brief time when playing on 'Faster'.
Now, I haven't actually used these guys in a proper game, but just at a glance, I can't think of how they can make an impact in the game.
I mean, compare it to the Raven's Auto-Turret. The Turret takes 50 Energy to use but has 150 life, does something like 8 damage (can't remember), I think it has 6 range, and it lasts for 180 seconds (on Normal speed, I think).
I was never really happy with the Raven's Auto-Turret because I'm a firm believer in spells which create more units as falling into the 'Zerg' spectrum of flavour. Zerg units which make MORE Zerg units is very Zergy. So, you can imagine that I was quite excited to hear that the Infestor got this ability back, but in its current incarnation, I can't help but feel that it's kinda lackluster.
For the same Energy cost, wouldn't you rather have an Auto-Turret? You may argue that unlike the Auto-Turret, Infested Terrans can move, but what's the point of being able to move if they move really slowly and die before they can reach targets outside their immediate area?
50 Energy also gets you a total of 100 hitpoints (2 Infested Terrans) and that's more susceptible to splash damage than a single Auto-Turret.
Of course, the x factor is that Ravens are slightly higher up the tech tree.
Also, 75 Energy will only give you 3 Infested Marines. For that same Energy cost, a High Templar can cast Psi Storm, and Infestors are a little more expensive than High Templar as it is :[.
I really want to like this spell because it feels very Zergy, but it doesn't seem like it's worth using. What are the first impressions of this ability for you guys? Have you had any success with it in games? What situations do you think it'll be useful in?
All I can think of is just as fodder, but not very cost-effective ones.




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